SEN1001 Introduction to Programming (Java)Bahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
SEN1001 Introduction to Programming (Java) Spring 2 2 3 6
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi ÖZGE YÜCEL KASAP
Course Lecturer(s): Instructor DUYGU ÇAKIR YENİDOĞAN
RA SEVGİ CANPOLAT
RA MERVE ARITÜRK
Dr. Öğr. Üyesi BETÜL ERDOĞDU ŞAKAR
RA ÇİĞDEM ERİŞ
Dr. Öğr. Üyesi TAMER UÇAR
Recommended Optional Program Components: None
Course Objectives: This course offers an introduction to the Java programming language for those students who have had little or no
background in programming. Toward this goal students will learn how to write programs using the Java language and
to compile and execute them under the Sun Microsystems, Inc. Java 2 Platform, Standard Edition, or other integrated
development environments (IDEs) such as Eclipse, Netbeans.

Learning Outcomes

The students who have succeeded in this course;
1. Define basic concepts and categories of Java programming languages
2. Develop, test and operate Java programmes to address a particular software problem.
3. Define features of primitive data types such as integer, char, double, etc.
4. Define arithmetic, relational and boolean expressions, type conversions, assignment statements, selection and iterative statements and conditional branching.
5. Describe fundamentals of methods, design issues, creating and calling static/nonstatic methods with their input and output parameters, public/private access modifiers and calling
6. Define looping methods(for, while, do-while) in Java language.
7. Demonstrate array and arraylist structures in Java language
8. Define how to generate random numbers with Math class or Random Object
9. Define class structure with methods that has input and output values, build objects and save in array and ArrayList collections

Course Content

The content of the course is composed of the programming basics that include primitive and reference data types , assignments, arithmetic and logical operators, control statements (if/else, switch/case, loops), methods and objects, UML diagrams, set/get methods and constructors, single and multi dimensional arrays, arraylists. Students must attend at least 4 lessons to take the final exam.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction Course schedule and expectations
2) Introduction to Java Applications /Elementary Programming Set up your environment
3) Control Statements: Part 1 Chapter 3
4) Control Statements: Part 2 Chapter 4
5) Methods Cahpter 5
6) Arrays Chapter 6
7) Arrays II Chapter 6&7
8) Review + Midterm
9) Multidimensional Arrays Chapter 8&9
10) Introduction to Classes and Objects Chapter 10
11) Classes and Objects II Chapter 10
12) Classes and Objects: A Deeper Look Chapter 12
13) Classes and Objects: A Deeper Look II Chapter 13
14) Strings Chapter 13

Sources

Course Notes / Textbooks: Paul Deitel, Harvey Deitel, Java: How to Program, 9th Edition, 2011, Pearson, ISBN-10: 0132575663, Edition: 10th
References: Liang, Introduction to Java Programming, 8e, Pearson Education, Addison Wesley, 2008, ISBN 978-0-321-50968-0

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 8 % 0
Laboratory 2 % 20
Quizzes 9 % 22
Midterms 1 % 18
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 2 28
Laboratory 14 2 28
Study Hours Out of Class 5 3 15
Homework Assignments 5 10 50
Midterms 1 15 15
Final 1 18 18
Total Workload 154

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.